/Engine/Source/Runtime/RenderCore/Public/PipelineCacheUtilities.h
Note that it is assumed that all possible shader format of the target platform share the same subdivision into chunks (which is the current behavior of other code, too).
namespace UE { namespace PipelineCacheUtilities { void UE::PipelineCacheUtilities::FindAllChunkInfos ( const [FString](API\Runtime\Core\Containers\FString) & ShaderLibraryName, const [FString](API\Runtime\Core\Containers\FString) & TargetPlatformName, const [FString](API\Runtime\Core\Containers\FString) & PathToSearchIn, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutInfoFilenames ) } }